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    "基本概念\n",
    "---------------------------\n",
    "\n",
    "#### 投影变换\n",
    "`transformation` & `projection`\n",
    "\n",
    "#### 光栅化\n",
    "`rasterization`:  实际绘制或填充每个定点之间的像素形成线段就叫做`光栅化`。\n",
    "\n",
    "#### 着色\n",
    "`shading`: 着色\n",
    "`shader`: 着色器。图形硬件上执行的单独程序，用来处理定点和光栅化任务。\n",
    "\n",
    "**最前沿的艺术** 可编程着色器\n",
    "\n",
    "#### 纹理贴图\n",
    "texture mapping\n",
    "\n",
    "#### 混合\n",
    "`blending` 将不同的颜色，效果混合\n",
    "\n",
    "\n",
    "有趣的概念\n",
    "---------------------------\n",
    "\n",
    "1. 隐藏表面消除。"
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    "3D编程的基本原则\n",
    "---------------------------\n",
    "\n",
    "### 基本的认识\n",
    "OpenGL 并非工具包，而是底层渲染API\n",
    "\n",
    "#### 坐标系统\n",
    "\n",
    "**2D 笛卡尔坐标系**\n",
    "\n",
    "![2D 笛卡尔坐标系](img/dikaer.png)\n",
    "\n",
    "把坐标系统从逻辑笛卡尔坐标系映射到物理像素坐标。这种映射通过一种叫做视口(`viewport`)的设置来指定。\n",
    "\n",
    "** 顶点 **\n",
    "\n",
    "** 3D笛卡尔坐标系 **\n",
    "![3D笛卡尔坐标系](img/3d_dikaer.png)\n"
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